Wyrmstooth 1.18 SSE
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- 2019-07-11 01:10:55
- Internet Archive HTML5 Uploader 1.6.4
Subject: Unforgetable Mod!
Here are my favourite large(-ish) quest mods
Legacy Of The Dragonborn
and, of course the Beyond Skyrim (Bruma)
Subject: Working on 1.19
If you already have Wyrmstooth installed it's recommended you either finish 'Barrow of the Wyrm' or start a new game due to the changes made to the main quest.
Most notable changes include TVDT occlusion, an MCM that lets you control Wyrmstooth start conditions, a recompilation of every single script, changes to the main quests that make them a bit lighter on your system, and a few additions to some dungeons.
Full 1.19 Changelog as of beta 1:
- Generated TVDT occlusion for the Dimfrost and Wyrmstooth worldspaces.
This should improve performance around the island.
- Removed some occlusion planes around the island that are no longer
necessary. Having too many can actually degrade performance.
- Optimized performance at Wyrmstooth Docks and Fort Moonwatch a bit more.
- Reduced the size of the battles in the refectory to reduce likelihood
of crashes on low end systems or systems that are maxing out VRAM.
- Removed a couple traps that were in obnoxious spots.
- Repositioned the secondary lever for the pressure puzzle in the
refectory so it's more visible.
- Added a hint for solving the pressure puzzle in the refectory.
- Built up the ruins outside the entrance to Wyrmstooth Barrow.
- Fixed a minor issue with weather in sub regions not set to override
main region weather.
- Removed a merchant chest and faction assigned to Elmera that she was
- Made a few more changes to the book 'History of Wyrmstooth'.
- Thickened the cloud around the island.
- The Marauder Footman who steals the claw no longer flees to Herman's
- A second trap has been set up to kill the Marauder Footman if he
somehow survives the first trap.
- Made a minor change to the way the steampool dragon encounter starts
so the second dragon triggers after the first.
- Reduced the glow intensity of bog beacon and deep beacon.
- Expanded Coldwave Crescent.
- Day/Night soundtracks should no longer play over dungeon soundtracks.
- Expanded Haetar's Cave.
- Fixed an issue with some dungeons not having music.
- Adjusted acoustic settings for several interiors to better match the
type of location.
- Expanded Krakevisa.
- Added 3 dragon mounds corresponding to the 3 dragons you fight on the
- Expanded Wyrmstooth Barrow Temple and Wyrmstooth Barrow Refectory.
- Made the button that opens the elevator in Vulthurkrah's room in
Dimfrost Luminatory easier to reach.
- Expanded Frostwind Folly to make it a bit less linear.
- Optimized performance in Belonir's Borg.
- Removed a couple script files that weren't being used.
- Recompiled all scripts. Included script source in the release.
- Reduced duration of draugr swarm and made them slightly less likely
- Renamed the starting quest 'Dragon Hunt' to 'Wyrmstooth'.
Note: Internally it's still called WTDragonHunt.
- Quests that should only be run once are now specifically set to only run
- Wyrmstooth NPCs are now placed into their positions only once you meet
quest start requirements. Lurius and Theodyn should no longer be seen
idling in the Bannered Mare before the quest starts.
- The quest 'Barrow of the Wyrm' no longer starts in the background
when the mod is loaded. It is now manually started when the intro quest
- Similarily, WTRebuild now only starts when 'Barrow of the Wyrm' finishes.
This should help alleviate some stuttering caused by a bunch of large
quests starting all at once as soon as the mod loads.
- Fixed a scripting bug that caused Stonehollow to rebuild too quickly.
- Added an MCM that allows you to change Wyrmstooth quest start conditions.
This feature will require SKSE and SkyUI. The mod will still function fine
- Wyrmstooth now starts by default at the end of 'Way of the Voice' rather
than at the start of it.
- The quest 'Barrow of the Wyrm' now shuts down properly and no longer
stays running in the background after you complete it.
- Quest items associated with 'Barrow of the Wyrm' are therefore now also
droppable once this quest is finished.
- Adjusted Vulthurkrah's leveling to scale a bit better with the
- The steampool dragons should now be a bit tougher too.
- Random encounters involving multiple NPCs now follow a leader.
- Vulthurkrah may now appear in a random encounter in Skyrim with a burning
merchant cart before you confront him at Ancient's Ascent.
- Made a few cosmetic changes to Fort Valus to mostly to make the exterior
better match the interior.
- Moved hellos from WTDragonHunt to WTDialogueIdle.
- Regenerated SEQ file.
Please note: I still plan on adding a couple things before release. If you come across any bugs please let me know.
Subject: fake positive reviews
while i appreciate the effort that went into the level design, it's pretty evident the project lacked a competant writer. what could've been a dlc sized epic adventure instead turned out to be a dlc sized piece of poo. sorry.
Subject: A wonderfull classic that is still improving
And no, there was no crash, no game unstability, no nothing, even tough I run a very heavily (460 active plugins plus countless of texture replacers) modded Skyrim.
The complete main quest and the side quests all played through without a hitch. Don't let yourself beeing fooled by some of the previous "reviews", which by the sound of them seem to stem from a personal grudge rather than an objective experience of the mod.
This mod has never caused major instability issues with Skyrim neither in Oldrim nor on SSE, and hundreds of mod users on Nexus can and will happily vouch for that.
Wyrmstooth is an island roughly the size of Solstheim with many new plants, books and unique items to collect. It has a main-questline which starts in Skyrim proper and sever side-quests which can be picked up by reading books, leaflets or by talking to some of the NPC's in the main settlement of Stonehollow.
The Island is much better fleshed out as for example Falskaar, is lovingly decorated with unique flora and has lots of additonal dungeons and also a lot of unmarked locations to explore, besides the quests.
There are currently (August 2020) only about 10 "New Lands"-mods for Skyrim, which are similar in size and overall quality, and Wyrmstooth was the very first one of those. How anyone can label this as "overrated" has clearly no idea how much time (I am talking years here) the creation of such a (completely free!) mod takes, and such a remark is therefore more a reflection of the "reviewers" ignorance and lack of appreciation, rather than the factual quality of this mod.
Even now many years later, the autor or a dedicated fan (I have no clue which) seems to sometimes improve on the mod, and it shows. The world-map gets more detailed every time and has become breathtakingly beautiful.
The only bug I ran across is the quest "Stickler in the Mud". After receiving this quest, everything the player picks up (books, other plants, weapons....) causes a notice "gather spiddal sticks 0/30" to pop-up. This continues until the quest is handed in, with the counter alwas staying at 0/30 even though spiddal sticks have been collected. This was the case in both v1.17 and v1.18. It is annoying but can easily be remedied by doing that quest as fast as possible.
All in all this mod is more than worthwhile playing and anybody not playing it will miss out on one of the most beloved mods that's on the fixed mod-staple of many modders out there.
A quick summary of the main plot:
Some guy from the east empire company hires you to kill a dragon on the island of Wyrmstooth. You travel to Solitude and hitch a ride to the island. The majority of your time is spent in a gigantic uninspired dungeon with a trio of forced followers that you can't dismiss. You reach the dragon's lair, flush it out, and kill it at the mining settlement. That's basically it. No nuance, no drama, no plot twists, no character building. Just go to X, kill Y, collect your reward. Some NPCs have a modest backstory and the mining settlement does rebuild itself after awhile, but yeah that's basically the entire mod in a nutshell.
There was one side quest where you had to find some dude's bones and put him back together, but it was pretty predictable. The other sidequests are just go to X and find/kill Y. One of them was literally just 'go kill a bear on the southern road'.
I didn't have any major problems with stability but it did randomly crash a few times while I was quicksaving so I don't know what that was about.
Maybe if the mod author spent more time working on the story instead of causing childish drama in the community this mod might've actually been good. But who knows, maybe that's just what happens when a community suddenly lavishes praise onto someone with an unstable personality. The mod has potential and the design of the island isn't that bad to be honest, but as it is right now it's kinda like a slice of plain bread. It's something... but it's pretty bland and boring and probably not worth your time in the first place.
@PsychoQwirk420: why give this mod 4 stars if you couldn't even fast travel without CTD?
@wankingSkeever: you mean Bethesda's attention to detail is amazing. the mod author copied and pasted dungeons together from the base game.
@Kvahuest: what the hell are you talking about? what tension? you can leave the island without completing the quest any time you like.
Looks like someone is making alt accounts to flood this mod with fake positive reviews. I don't think half the people here have even played the mod based on the crap I'm reading. Maybe the mod author is trying to compensate for the bad reviews? Hahaha!
Subject: Best DLC Sized mod ive played so far
Subject: Great mod. Varied Environment. Excellent attention to detail
For its size, the mod is extremely well-polished. I played through this mod twice and only experienced minor issues, much less than similarly sized mods others have rated so highly.
Jonx0r's attention to detail is amazing. The island is packed with content, and everything is hand-crafted. The main quest is not the highlight of this mod, the island is. The island has many interesting dungeons, side quests, and interesting environments, it's like a mini Solstheim.
The bottom line is, if you enjoy Skyrim for exploration and side quests, you'll like this mod.
Subject: Classic Mod, MUST TRY!
First off, if you read some of the other posts on here mentioning other mods worth checking out, look at the age of the mods. Wyrmstooth was released in 2012 and was a seemingly instant classic. Someone labeled Falskaar and Moonpath to Elswer as "D" mods, along with this one. First off, Moonpath was one of the "first of it's kind" mods. It was created and released before the creation kit was released! That should NOT determine that it was a bad mod. If you have a good story, who cares how "dated" the mod is?
Secondly, this mod for me was pretty cool. Not gonna lie tho, I did have my issues with it. I couldn't fast travel without a CTD. I managed tho because, honestly, in a modded game, it can happen at ANY time! Outside of that tho, I had a blast playing it. It was a new story, a new location, etc. Did it look like other stuff in the vanilla game? Sure it did! However, you can't harp on the mod too bad, because somebody's "A-list" mod looks just like the vanilla game as well.
Bottom line, I'm REALLY not trying to give anyone a hard time over their opinion. Just saying, you have to accept it for what it is. Is it dated? Yes. Is it the best thing since sliced bread? No, not at all. Did I have fun with it? Absolutely! If you're on the fence whether or not you should try Wyrmstooth or not, I'd personally say just download it and try it for yourself. Literally NOTHING to lose! It's free! (Which is another reason harsh judgement should be withheld in my opinion. Paid mods are GARBAGE!)
In closing, I appreciate the mod author for their work and I hope you have a fun time gaming!
Subject: Skip this mod
If you do install it don't go over to r/skyrimmods asking for help. It's not like you haven't been warned.
Skyrim new lands mod tier list:
Legacy of the Dragonborn
Beyond Skyrim: Bruma
Wheels of Lull
Moonpath to Elsweyr
Subject: One of the BEST New Land Mods out there
It has a great feel, there is incredible attention to detail, a lot of exploration potential, high quality, and one of the funnest dungeons that anyone has ever created. The player home is also pretty cool.
There are a lot of hidden gems all over the place, including a couple quests that have no map markers that are really in depth. Wyrmstooth is a staple on every play through I have.
Subject: dont waste ur time
I got the chance to play this recently. Here's my Wyrmstooth review:
Writing - ● ○ ○ ○ ○
Very short simple story. I was able to get through the entire mod in just under 3 hours. Some grammatical issues and spelling mistakes break immersion. Some NPCs make a few contradictory statements which make it seem like the mod author didn't plan the story out properly before bringing voice actors on-board.
Level Design - ● ● ○ ○ ○
The island is a bit generic but is well populated with random objects such that it blends in well with the design of the original Skyrim worldspace. The dungeons are a different story with most being bits and pieces of base game dungeons copy/pasted together. Not very original at all. Enderal did a much better job with level design so I would recommend the mod author take a look at that project.There were plenty of potential story elements around the map such as a deactivated oblivion gate outside Wyrmstooth Crypt, but it's just there as simple set dressing and nothing more.
Voice Acting - ● ● ○ ○ ○
The voice acting of the random NPCs you that move into the mining settlement once the story is over were voice acted better than the NPCs involved in the main quest. The voice actor who voiced the wizard in Wyrmstooth Barrow was probably the most memorable.
Stability - ● ● ○ ○ ○
I had a few issues with quest-related NPCs running away while I was speaking to them. I also had a few random crashes around the island while walking around and occasionally when saving the game. I've read that this mod is inherently unstable so I made a separate save before starting it just in case it ended up corrupting my game as has been reported in the past.
Overall - ● ● ○ ○ ○
The community has a habit of over-hyping incomplete mod projects while at the same hand turning a blind-eye to mod projects that have had the due diligence put into their development. While Wyrmstooth is an interesting look into the distant past of Skyrim modding, I would instead recommend you try the following new lands/quest mods instead:
- Forgotten City
- Beyond Skyrim: Bruma
- Project AHO
- Midwood Isle.
Subject: Archive Corrupted!
I did manage to get working files, only by downloading the "wyrmstooth1.18SSE_archive.torrent" file and downloading the files via the torrent... thanks to all those that are seeding the file, I had multiple seeders, fast download, but this is not sustainable long term.
ProbablyJonx0r - Please repost working mod file, thanks again.
Subject: reason for deletion
>Ok so against my better judgement I've decided to write up a short explanation about why I canned Wyrmstooth and my comics. I didn't think it would be necessary to say anything simply because I didn't think many people out there would give a toss. First and foremost though I have to thank and apologize profusely to the people who lent their vocal and musical talent to Wyrmstooth. I just wish I had it in me to have been able to make something that they would've been proud to reference as part of their portfolio.
Long story short, I lost my job and I guess the bitter realization is that some of the thousands of hours I sunk into these pet projects probably should've been spent on slightly more important things, like keeping my qualifications up to date so I wouldn't find myself in this situation. But hey, lesson learned (insert Dark Souls 'You Died' sound here). To me, making mods and comics was like that one good thing in your life that stops you from jumping into your car and driving it . I love making mods and comics, so much so that I don't trust that I'll have the self restraint to simply put them aside even in a situation like this. The Stannis Baratheon choice had to be made (yes I know how he ends up) and even now I'm finding it difficult to resist the urge to just start again from scratch and begin working on a huge mod for Fallout 4, but thinking about where my life will be in the next 6 months if I do is also kinda scary. I didn't enjoy deleting something I spent so much time working on but I know that if I didn't I'd probably be sitting here either working on Wyrmstooth 1.17 or the next chapter of the comic instead of job searching and I'm in absolutely no position to do the former.
Next stop Centrelink, all aboard the welfare train. Choo choo!
TL;DR: Lost my job, need to get my life in order, deleted everything because I don't trust I'll have the self restraint to just leave without going back to the thing that I love doing.
you suck and your mods suck. don't upload if you're just going to take it down because blumpf won an election you fucking retard.
Subject: Love this mod
That I'm trying to get him to port to SSE or allow someone to take the mod and port it over. Wondering if you would consider doing it with his permission
Subject: Glad to see an old favorite return
This Wyrmstooth is a different beast, because it's running on a different engine. I am playing it through now, and I won't rate it just yet. The LE version was an easy 5/5, we'll see how this one holds up. I do have some thoughts, about the mod and about some of the feedback and criticisms here, which I will share now:
- Personal feelings about the author should not affect your review of his work. That's just childish.
- Not sure if the person behind this is the original Jonx0r or not, but does it matter? How can this modder be "stealing credit" if he's posting under the name of the original modder? Just take your ridiculous suspicious conspiracy theories and shove those too, please, people.
- Concerning criticisms that Wyrmstooth feels too much like Skyrim... really?! I never felt that way, even with the LE version, but if that's your gripe, go get the excellent Dark Forest addon mod for Wyrmstooth SE. The place is MAJESTIC.
- I do miss the initial quests from the Oldrim version where you had to personally recruit each team member. I know some people thought this was a bit fetch-questy, but I felt it added some depth to each individual team member. Jumping right into Wyrmstooth itself dilutes the build up of excitement a bit.
- I did have some stability issues with 1.17B, namely instant CTDs while on Wyrmstooth approaching the town. I upgraded to 1.18 but still had the CTDs, then decided to try again without my follower Inigo in tow. No problems now. Just a thought for anyone with CTD issues, might want to try soloing the quest initially. I'll try bringing followers back to Wyrmstooth later on and see what happens.
Anyways, thank you, "Jonx0r" for your continued work on this. If you are the same guy who gave us original Wyrmstooth, let me say I am happy to see you continuing your legacy.
Update: Ok, finished the main quest today, and thoroughly enjoyed it. There were some things I didn't remember from the last time I played. Here are my thoughts:
- Dungeons were great. Very long slog through the ruins, definitely go prepared. The atmosphere was excellent; I don't use lighting mods, and the fog/light/shadow was the best I've seen in a mod so far.
- A fair number of minor dialogue hiccups. A bit distracting, especially since quest stages depend on it. For example, if you are too far from the wizard in the ruin, when he needs to cast a spell on you he can't, and you get stuck. This can happen if you tell him to wait so you can go run around grabbing all his stuff first. ;)
- The female elven mage didn't follow me past the burning town at all, so I just finished the main quest without her. The followers are really just eye candy/stage dressing, not inherent to the main quest, so this wasn't a big deal.
- The main boss (dragon, ofc) was much better than I remembered. His lair -- perfect. The fight there (not gonna give anything away) was really tough and a blast.
- Some great little niches to discover. The green lake was amazing! So beautiful I almost cried. The lighting, reflections, fog, glowing mudcrabs, just a perfect magical spot. :)
- The imperial soldiers didn't spawn for the boss fight. This looked a bit strange, all the horses marching in by themselves to be the dragon's dinner. I only did this part once, didn't reload to see if it would fix itself, and this was after four hours of solid play, so maybe my memory was pushing the limit or something.
- All in all, just as fun as I remember, and now that the main quest is over I'll try exploring with a follower or three. My main feedback would be to fix the dialogue conditions for characters greeting the player. Check places, distances, etc. to make sure that everything fires off the way it should.
Solid 4/5 as it is now. Thanks! :P
Subject: Ah yeah my home-squeeze is still updating this lovely piece of work
Well, not us, we are the good folk here, hatchet men and nay-sayers in the fight against the dull trongs.
Big luvs, great work, and thanks again from the community
Subject: Don't believe dipshit below
Subject: Wyrmstooth is AWESOME!!!!
My email is: email@example.com
Subject: 웜의무던 열쇠가 없어요
Subject: Thank you!!
Subject: Thanks for the update